non-exhaustive (but exhausting) list of changes:
* base laid for multiple window support, but will likely require more work to work correctly
* encapsulation of frontend state for proper multi-instance support
* (JIT still needs a fix for the NDS::Current workaround but we can get there later)
* new, more flexible configuration system
* nothing works yet
* don't double buffer 3D framebuffers for the GL Renderer
looks like leftovers from when 3D+2D composition was done in the frontend
* oops
* it works!
* implement display capture for compute renderer
it's actually just all stolen from the regular OpenGL renderer
* fix bad indirect call
* handle cleanup properly
* add hires rendering to the compute shader renderer
* fix UB
also misc changes to use more unsigned multiplication
also fix framebuffer resize
* correct edge filling behaviour when AA is disabled
* fix full color textures
* fix edge marking (polygon id is 6-bit not 5)
also make the code a bit nicer
* take all edge cases into account for XMin/XMax calculation
* use hires coordinate again
* stop using fixed size buffers based on scale factor in shaders
this makes shader compile times tolerable on Wintel
- beginning of the shader cache
- increase size of tile idx in workdesc to 20 bits
* apparently & is not defined on bvec4
why does this even compile on Intel and Nvidia?
* put the texture cache into it's own file
* add compute shader renderer properly to the GUI
also add option to toggle using high resolution vertex coordinates
* unbind sampler object in compute shader renderer
* fix GetRangedBitMask for 64 bit aligned 64 bits
pretty embarassing
* convert NonStupidBitfield.h back to LF only new lines
* actually adapt to latest changes
* fix stupid merge
* actually make compute shader renderer work with newest changes
* show progress on shader compilation
* remove merge leftover
* fix the pu region's end point overflowing
According to gericom it cannot overflow at all
* set a minimum and a better maximum for the pu region size
* fix pu logging
* PU regions with a size of 31 always take up the entire address space
also tweak some logging a little more
* start is actually force aligned by size, oops
* small tweaks
* hopefully more clear code
* math is for nerds
Precompute all 16 5-bit RGB palette colours into 8-bit RGBA to avoid
repeated and superfluous calculation within the nested loop at the
point of index lookup.
A speedup was observed, from ~7ms, to a consistent 1ms
(i.e. now practically instantaneous) through timing with
std::chrono::high_resolution_clock.
Also improve comprehensibility, by using meaningful names, where
appropriate, for loop counter variables.
* implement channels
* rework power-down support, fixing bugs
* fix bug when W_BeaconInterval is zero
* fix potential missing IRQs when writing to W_IE
Should remove the artifacts caused by the previous nearest
resampling. May be worth replacing with something better in the
future, but this is an improvement for now.
* check if an nds save file can be opened for writing
also add the ability to open a file in append mode
* fix multi-instance saves
also move the check for file writability into a separate function (probably uneeded?)
* implement check for gba roms
* move rom load error messages into the functions
also finish gba slot (oops)
* improve error string
* check write perms before saving path settings
* fix memory leak
* check for writability of firmware/nand/sds
* add secondary checks for nand/firmware
* add check for config file being writable
* Return the file write error as a QString to avoid the invalid char*
causing a garbled error message.
Qt wants it as QString either way.
- According to GBATek, all DSiWare games have a high title ID of 0x00030004
- Some homebrew apps set the Unitcode bits to DSi mode to enable support of DSi features
* First crack at ensuring the render thread doesn't touch GPU state while it's being serialized
* Get rid of the semaphore wait
* Add some extra fields into GPU3D's serialization
* Oops, TempVertexBuffer is already serialized
* Move vertex serialization into its own method
* Lock the GPU3D state when rendering on the render thread or serializing it
* Revert "Lock the GPU3D state when rendering on the render thread or serializing it"
This reverts commit 2f49a551c1.
* Add comments that describe the synchronization within GPU3D_Soft
- I need to understand it before I can solve my actual problem
- Now I do
* Revert "Revert "Lock the GPU3D state when rendering on the render thread or serializing it""
This reverts commit 1977566a6d.
* Let's try locking the GPU3D state throughout NDS::RunFrame
- Just to see what happens
* Slim down the lock's scope
* Narrow the lock's scope some more
* Remove the lock entirely
* Try protecting the GPU3D state with just a mutex
- I'll clean this up once I know it works
* Remove a duplicate method definition
* Add a missing `noexcept` specifier
* Remove an unused function
* Cut some non-hardware state from `GPU3D`'s savestate
* Assume that the next frame after loading a savestate won't be identical
* Actually, it _is_ worth it
* Don't serialize the clip matrix
- It's recalculated anyway
* Serialize `RenderPolygonRAM` as an array of indexes
* Clean up some comments
- I liked the dialogue style, but oh well
* Try restarting the render thread instead of using the lock
- Let's see what happens
* Put the lock back
* Fix some polygon and vertex indexes being saved incorrectly
- Taking the difference between two pointers results in the number of elements, not the number of bytes
* Remove `SoftRenderer::StateBusy` since it turns out we don't need it
- The real synchronization was the friends we made along the way